So I've been maintaining my code in the For New Members forum and I think it's time to create a proper thread in the main PDE/INO forum.

This PDE is pretty feature complete, and I've been using my RA+ for over 4 months now. Hopefully this will be a good base for people trying to implement some of these features or utilize this hardware.

I have a Gravity Fed ATO so I'm using my float switches and WaterLevel sensor for the following:Avast Marine Skimmate locker float switch used to shutdown skimmer if skimmate collector is full (plugged into ATOLow)One float switch used to shutdown return pump if sump is overflowing The other float switch is also used to shutdown return pump if sump is low on water (both switches wired in parallel)WaterLevel sensor to monitor ATO reservoir capacity

// Turn off return if sump overflowing or out of water in return ReefAngel.ReverseATOHigh(); // swap switch behavior so we can reuse as ATO in our WC function if (!ReefAngel.HighATO.IsActive()) { // switch on by default if (!returnOverride) { switchAlert.Send("Sump+level+alarm!+Return+pump+disabled."); ReefAngel.Relay.Override(Return,0); returnOverride=true; } } else { returnOverride=false; }

// See if we are acclimating corals and decrease the countdown each day static boolean acclCounterReady=false; if (now()%SECS_PER_DAY!=0) acclCounterReady=true; if (now()%SECS_PER_DAY==0 && acclCounterReady && acclDay>0) { acclDay--; acclCounterReady=false; InternalMemory.write(Mem_B_AcclDay,acclDay); } // End acclimation

if (ReefAngel.Relay.Status(VO_RefillATO)) { highLevel=InternalMemory.WaterLevelHigh_read(); if (level<=highLevel) { /* Since we've activated this mode once we've reached the lowLevel in memory, we can essentially ignore the ATO Low Level moving forward or until it times out. We only really care about the High Level at this point. It is as if we were using a SingleATO function. This should also allows us to override the lowlevel when we want to manually top off the reservoir. It also prevents a mis-read on the sensor from causing the ATO to StopTopping() and wait again till it hits the lowlevel to restart. */ ReefAngel.WaterLevelATO(ROSolenoid,InternalMemory.ATOExtendedTimeout_read(),highLevel-1,highLevel); if (!refillActive) { prevLevel=level; refillAlert.Send("ATO+Refill+is+starting.",true); } refillActive=true; } else { ReefAngel.Relay.Auto(VO_RefillATO); ReefAngel.Relay.Off(ROSolenoid); refillAlert.Send("ATO+Refill+is+complete.",true); } } else { if (refillActive) { // InternalMemory.write(Mem_B_LogATO, InternalMemory.read(Mem_B_LogATO)+level-prevLevel); // InternalMemory.write(Mem_B_LogPrevATO, InternalMemory.read(Mem_B_LogPrevATO)+level-prevLevel);

// check to see if extra alk was requested // CustomVar is the value read on the checker // Added the port lock to make sure we're doing this conciously. if (ReefAngel.CustomVar[Var_AlkAdjust] > 0 && !ReefAngel.Relay.Status(VO_LockPorts)) { alkneeded = alkTarget - ReefAngel.CustomVar[Var_AlkAdjust]; onTime = 0; if (alkneeded > 0 && alkneeded < 10) { onTime = 2.295*(float)alkneeded; // onTime is minutes to run, for 70 gallons volume, 1ppm is 2.8ml and at 1.22ml/min, so 2.295 minutes per ppm of alk. } else { ReefAngel.CustomVar[Var_AlkAdjust] = 0; // else it must be either negative or at 150, so reset and do nothing. return; } if (alktime == 0) { // it must have just gotten noticed alktime = now()+(onTime*60UL); // should get rounded to integer seconds here ReefAngel.Relay.On(alkPump); // set it to on } else if (now() > alktime) { ReefAngel.Relay.Off(alkPump); // turn it off ReefAngel.CustomVar[Var_AlkAdjust] = 0; // clear the custom variable alktime = 0; // set alktime back to 0 } else { // must be less than alktime, so keep it on ReefAngel.Relay.On(alkPump); } } else { return; }}

for (int i=0;i< numDPumps;i++) { if (ReefAngel.Relay.Status(pump[i])) { if (!pumpStatus[i]) { pumpTimer[i]=now()-pumpTimer[i]; // Pump was off, timer is now a time pumpStatus[i]=true; } } else { if (pumpStatus[i]) { pumpTimer[i]=now()-pumpTimer[i]; // Pump was on, timer is now a timer pumpStatus[i]=false;

// See if we are acclimating corals and decrease the countdown each day byte vinegarWeek=InternalMemory.read(Mem_B_VinegarWeek); static boolean vinegarCounter=false; if (dayOfWeek(now())!=2) vinegarCounter=true; if (dayOfWeek(now())==2 && vinegarCounter && vinegarWeek<=16) { vinegarWeek++; vinegarCounter=false;

if (vtMode!=InternalMemory.RFMode_read()) InternalMemory.RFMode_write(vtMode); if (vtSpeed!=InternalMemory.RFSpeed_read()) InternalMemory.RFSpeed_write(vtSpeed); if (vtDuration!=InternalMemory.RFDuration_read()) InternalMemory.RFDuration_write(vtDuration);}

// Frequency in days based on the day of the month - number 2 means every 2 days, for example (day 2,4,6 etc)// For testing purposes, you can use 1 and cause the cloud to occur everyday#define Clouds_Every_X_Days 1

// Percentage chance of a cloud happening today// For testing purposes, you can use 100 and cause the cloud to have 100% chance of happening#define Cloud_Chance_per_Day 50

// Minimum number of minutes for cloud duration. Don't use min duration of less than 6#define Min_Cloud_Duration 10

// Maximum number of minutes for the cloud duration. Don't use max duration of more than 255#define Max_Cloud_Duration 20

// Minimum number of clouds that can happen per day#define Min_Clouds_per_Day 1

// Maximum number of clouds that can happen per day#define Max_Clouds_per_Day 4

// Only start the cloud effect after this setting// In this example, start cloud after noon#define Start_Cloud_After NumMins(9,00)

// Always end the cloud effect before this setting// In this example, end cloud before 9:00pm#define End_Cloud_Before NumMins(23,00)

// Percentage chance of a lightning happen for every cloud// For testing purposes, you can use 100 and cause the lightning to have 100% chance of happening#define Lightning_Chance_per_Cloud 65

// Note: Make sure to choose correct values that will work within your PWMSLope settings.// For example, in our case, we could have a max of 5 clouds per day and they could last for 50 minutes.// Which could mean 250 minutes of clouds. We need to make sure the PWMSlope can accomodate 250 minutes // of effects or unforseen result could happen.// Also, make sure that you can fit double those minutes between Start_Cloud_After and End_Cloud_Before.// In our example, we have 510 minutes between Start_Cloud_After and End_Cloud_Before, so double the// 250 minutes (or 500 minutes) can fit in that 510 minutes window.// It's a tight fit, but it did.

//#define printdebug // Uncomment this for debug print on Serial Monitor window#define forcecloudcalculation // Uncomment this to force the cloud calculation to happen in the boot process.

// Every day at midnight, we check for chance of cloud happening today if (hour()==0 && minute()==0 && second()==0) cloudchance=255;

#ifdef forcecloudcalculation if (cloudchance==255)#else if (hour()==0 && minute()==0 && second()==1 && cloudchance==255) #endif { // Commenting out to see if it's interfering with our other seed. // randomSeed(millis()); // Seed the random number generator //Pick a random number between 0 and 99 cloudchance=random(100); // if picked number is greater than Cloud_Chance_per_Day, we will not have clouds today if (cloudchance>Cloud_Chance_per_Day) cloudchance=0; // Check if today is day for clouds. if ((day()%Clouds_Every_X_Days)!=0) cloudchance=0; // If we have cloud today if (cloudchance) { // pick a random number for number of clouds between Min_Clouds_per_Day and Max_Clouds_per_Day numclouds=random(Min_Clouds_per_Day,Max_Clouds_per_Day); // pick the time that the first cloud will start // the range is calculated between Start_Cloud_After and the even distribuition of clouds on this day. cloudstart=random(Start_Cloud_After,Start_Cloud_After+((End_Cloud_Before-Start_Cloud_After)/(numclouds*2))); // pick a random number for the cloud duration of first cloud. cloudduration=random(Min_Cloud_Duration,Max_Cloud_Duration); //Pick a random number between 0 and 99 lightningchance=random(100); // if picked number is greater than Lightning_Chance_per_Cloud, we will not have lightning today if (lightningchance>Lightning_Chance_per_Cloud) lightningchance=0; } } // Now that we have all the parameters for the cloud, let's create the effect

if (chooseLightning) { lightningMode=LightningModes[random(100)%sizeof(LightningModes)]; chooseLightning=false; } switch (lightningMode) { case Calm: break; case Mega: // Lightning chance from beginning of cloud through the end. Chance increases with darkness of cloud. if (lightningchance && random(ReversePWMSlope(cloudstart,cloudstart+cloudduration,100,0,180))<1 && (millis()-DelayCounter)>DelayTime) { // Send the trigger Strike(); DelayCounter=millis(); // If we just had a round of flashes, then lets put in a longer delay DelayTime=random(1000); // of up to a second for dramatic effect before we do another round. } break; case Mega2: // Higher lightning chance from beginning of cloud through the end. Chance increases with darkness of cloud. if (lightningchance && random(ReversePWMSlope(cloudstart,cloudstart+cloudduration,100,0,180))<2) { Strike(); } break; case Fast: // 5 seconds of lightning in the middle of the cloud if (lightningchance && (NumMins(hour(),minute())==(cloudstart+(cloudduration/2))) && second()<5 && (millis()-DelayCounter)>DelayTime) { Strike();

DelayCounter=millis(); // If we just had a round of flashes, then lets put in a longer delay DelayTime=random(1000); // of up to a second for dramatic effect before we do another round. } break; case Slow: // Slow lightning for 5 seconds in the middle of the cloud. Suitable for slower ELN style drivers if (lightningchance && second()%40<8) { SlowStrike(); } break; default: break; } } else { chooseLightning=true; // Reset the flag to choose a new lightning type }

if (NumMins(hour(),minute())>(cloudstart+cloudduration)) { cloudindex++; if (cloudindex < numclouds) { cloudstart=random(Start_Cloud_After+(((End_Cloud_Before-Start_Cloud_After)/(numclouds*2))*cloudindex*2),(Start_Cloud_After+(((End_Cloud_Before-Start_Cloud_After)/(numclouds*2))*cloudindex*2))+((End_Cloud_Before-Start_Cloud_After)/(numclouds*2))); // pick a random number for the cloud duration of first cloud. cloudduration=random(Min_Cloud_Duration,Max_Cloud_Duration); //Pick a random number between 0 and 99 lightningchance=random(100); // if picked number is greater than Lightning_Chance_per_Cloud, we will not have lightning today if (lightningchance>Lightning_Chance_per_Cloud) lightningchance=0; } } }

void DrawClouds(int x, int y) { // Write the times of the next cloud, next lightning, and cloud duration to the screen and into some customvars for the Portal. ReefAngel.LCD.DrawText(0,255,x,y,"C"); x+=6; ReefAngel.LCD.DrawText(0,255,x,y,"00:00"); x+=34; ReefAngel.LCD.DrawText(0,255,x,y,"L"); x+=6; ReefAngel.LCD.DrawText(0,255,x,y,"00:00"); x=5; if (cloudchance && (NumMins(hour(),minute())<cloudstart)) { int x=0; if ((cloudstart/60)>=10) x=11; else x=17; ReefAngel.LCD.DrawText(0,255,x,y,(cloudstart/60)); //ReefAngel.CustomVar[3]=cloudstart/60; // Write the hour of the next cloud to custom variable for Portal reporting if ((cloudstart%60)>=10) x=29; else x=35; ReefAngel.LCD.DrawText(0,255,x,y,(cloudstart%60)); //ReefAngel.CustomVar[4]=cloudstart%60; // Write the minute of the next cloud to custom variable for Portal reporting

} ReefAngel.LCD.DrawText(0,255,x+85,y,cloudduration); //ReefAngel.CustomVar[7]=(cloudduration); // Put the duration of the next cloud in a custom var for the portal if (lightningchance) { int x=0; if (((cloudstart+(cloudduration/3))/60)>=10) x=51; else x=57; ReefAngel.LCD.DrawText(0,255,x,y,((cloudstart+(cloudduration/3))/60)); //ReefAngel.CustomVar[5]=(cloudstart+(cloudduration/2))/60; // Write the hour of the next lightning to a custom variable for the Portal if (((cloudstart+(cloudduration/3))%60)>=10) x=69; else x=75; ReefAngel.LCD.DrawText(0,255,x,y,((cloudstart+(cloudduration/3))%60)); // Write the minute of the next lightning to a custom variable for the Portal //ReefAngel.CustomVar[6]=(cloudstart+(cloudduration/2))%60; }}

Oops, fixed a bug... I was refilling my ATO until WaterLevel<=100... The problem is that WaterLevel() never goes over 100%

Had a little spill... not from that function directly, since I was testing it in action tonight, but because I used the pump to create a siphon and drain out some of the water... well, then I turned away because I thought I was ok...but guess what... pumped turned back on because the water level was back below 99 again, and didn't shut off!

Well, at least I was there and caught it. Nothing a towel couldn't soak up... at least the function is fixed. But hopefully someone else learns something from my little lesson. Remember that WaterLevel() will never go over 100%!!!

Do you think it should?Phrusher sent me this pull request:https://github.com/reefangel/Libraries/pull/57I'm debating whether it is something really useful.The way I think is that it shouldn't go above 100%, since 100% is the top of the pipe.

You may not calibrate 100% at the top of the pipe... My pipe is mounted in my ATO reservoir, and I calibrated 100 to where the reservoir is filled (but not completely...) I just lowered the amount a bit so it wouldn't be as close as it was. It would be good to see that it is over the 100%... especially if automating functions based on that... I guess whatever (max-min) / 100 would be 1% so anything over max could be calculated relatively easily.. I don't see any reason to throw out the extra if it can be measured...

Ahhh.. That's the reason why you would want to measure above 100%... Your calibration is not at the top... Now I get the idea.The way I was thinking would be you would calibrate the full pipe to 100%, but you would only be using for example 80% as full ATO reservoir.But calibrating it to 100% as full ATO does make sense and that would definitely cause more than 100%.I'll apply the patch on the next library update.